Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MoreAxes

Pages: [1]
1
General / Re: Question about lighting in 2D game.
« on: May 18, 2014, 11:00:29 pm »
Yes, I think this might be the approach I'll go with, but rather than blending the "circle of light" with lit surfaces I might try to do something more advanced, since as I said in the previous post, there is no way that I know of to make blending look legitimate with a possibly normal-mapped surface. If this fails, we're probably on a one-way trip to raw OpenGL land. Which is fine, just less convenient.

2
General / Re: Question about lighting in 2D game.
« on: May 18, 2014, 09:23:26 pm »
The camera angle will most likely stay fixed. I was actually researching how this could be done with fragment shaders. I think I'll end up using a sufficiently long array of GLSL uniforms, describing the parameters of each light, and then actually rendering them one by one in the shader.

The sf::RenderTexture approach seems nice, but I don't see how it could work if the surface to be lit is, say, normal mapped or otherwise not flat.

3
General / Re: Question about lighting in 2D game.
« on: May 18, 2014, 08:42:20 pm »
Friend of OP here.

Unfortunately that's not at all what we want. Take a look at this screenshot from Legend of Dungeon. Notice how every light source lights up both the floor below and the wall behind it? What we're asking is whether this can be achieved without resorting to 3D programming, since all in all we intend the game to be 2D as far as player movement and mechanics are concerned. Also, with SFML support for 3D graphics being minimal at best, we would have to call another library or OpenGL directly, which overcomplicates things.

Pages: [1]